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Journal of Innovation and Development

ISSN: 2958-4752 | Vol. 4, No. 1, 2023

The Influence of Platform E‐commerce UGC Mode on


the Consumption Willingness of "Generation Z"
‐‐ Taking Xiaohongshu as an Example

Yingwei Hu
School of Business and Tourism Management, Yunnan University, Kunming Yunnan 650504, China

Abstract: With the rapid development of the Internet, the interactive performance of the network has been further developed.
Sharing makes the value of goods or services transferred and improved. The Internet community has developed based on this.
Especially during the period of epidemic at home, the UGC mode of each major platform has been further developed, which will
bring new challenges and opportunities to e-commerce platforms. The Internet community has developed based on this.
Especially during the period of epidemic at home, the UGC mode of each major platform has been further developed, which will
bring new challenges and opportunities to e-commerce platforms. Xiaohongshu provides a good example for other platforms.
"Generation Z", as the main force of UGC's creation and future consumption, should be the focus of e-commerce platforms. This
paper will use the methods of questionnaire survey, reliability and validity test, regression analysis, etc. to analyze the
development history of Xiaohongshu. This paper will use the methods of questionnaire survey, reliability and validity test,
regression analysis, etc. to analyze the development history of Xiaohongshu platform and e-commerce model. Combining the
application of UGC model, consumer theory and basic e-commerce Combining the application of UGC model, consumer theory
and basic e-commerce theory, this paper will explore the impact mechanism of UGC platform on the consumption behavior of
"Generation Z" consumers.
Keywords: E-commerce; UGC; Little Red Book; Generation Z; Influencing Factors of Purchase Intention.

Xiaohongshu is a lifestyle platform, which adheres to the


1. Introduction concept of "let the world's good life at your fingertips", and
Within the community, users can not only enjoy the content has gradually developed into an e-commerce platform
of the platform, but also create it as a content producer, and integrating community sharing and online shopping, and
this mode of user-produced content displaying to other users Xiaohongshu's UGC content and products cover various
through the Internet is called user-generated content (UGC). fields of life, such as fashion, toiletries, makeup, food, travel,
"Generation Z" is a generation of Internet natives who grew film and television. Xiaohongshu took five years to complete
up under the influence of Internet products and is gradually the D round of financing, the platform users reached 300
becoming the dominant force in the future consumer market. million, becoming the world's largest community e-
They pay more attention to personalization, have a strong commerce platform, but also a wealth of UGC content, which
ability to collect information, are more adaptable to the high- is highly representative and typical, so this paper chooses
speed development of the Internet, and at the same time, their Xiaohongshu APP as a case. So, how does the social platform
interests are more diversified and broader, and these UGC influence consumers' consumption decisions, this paper
characteristics effectively influence the consumption will take Xiaohongshu App as an example to research.
concepts of Generation Z.
What about user-generated content (UGC) is influencing 2. Literature Review
the consumer behavior of Generation Z? With the rapid The domestic influence on UGC and consumers' purchase
development of the Internet, the majority of e-commerce intention is mainly from the perspectives of consumer
platforms are gradually getting rid of the traditional e- behavior theory and sociological theory to analyze the
commerce model and trying to sell their products in a way influence of UGC on consumer decision-making through the
that is more in line with the consumption style of the new mechanism of intermediary action. Based on the theory of
generation. There are fewer domestic and foreign researchers consumer behavior, Zhao Xiuyun (2020) used principal
in this kind of research, so the mechanism for the influence of component analysis, structural equation modeling and other
UGC mode on consumers' purchase intention is still unclear. methods to conclude that the credibility of UGC and the
Domestic literature also analyzes Xiaohongshu as a case study, influence of opinion leaders have a positive impact on
but most of them exist on simple and low-level marketing consumers' purchase intention, while the influence of opinion
strategies such as "marketing", "word of mouth" and "trust". leaders has a positive impact on credibility, and credibility
The study of the influence mechanism of UGC mode on the and the influence of opinion leaders have a positive impact on
consumer behavior of "Generation Z" can help provide a usefulness. [1] From the theory of consumer behavior, Zhu
direction for the further development of platform UGC, and Dan (2019) showed that trust is positively proportional to
provide a development strategy for the UGC section of e- purchase intention, in which the professional competence and
commerce platforms, so as to respond to the changes in the homogeneity of UGC content have the greatest impact on
consumer behavior of the new generation in a more flexible trust attitude, and trust attitude plays a mediating role.[2]
way.

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Based on the social influence perspective, Ma Yuhui argues to consumer voices.
and concludes that social influence in socialized e-commerce
plays a certain degree of mediation between UGC and 3.3. Influences on Consumer Behavior
consumers' purchase intention. Homogeneity is an important 3.3.1. KOL Theory
moderator of UGC interactivity and normative influence.[7] KOL means Key Opinion Leader or Key Opinion Leader.
Sun Shanshan (2017) explored the influence of UGC on An opinion leader is considered to be an individual or
consumer behavior from the psychological level by using organization that is familiar with the media and is able to
communication theory.[3] Taking recipe apps as an example, better interpret the media message because of their product
Guan Weiwei (2016) showed that perceived usefulness, message and expertise in a particular field, and to spread the
perceived ease of use, and subjective norms all significantly message twice. They are a group of people who are more
affect and mediate the purchase intention of ordinary users in frequently exposed to new knowledge or activities, and are
UGC communities; perceived risk and perceived cost do not able to gain the trust of the relevant groups because of their
have a significant effect on the purchase intention of recipe expertise, thus exerting influence in the field.
app users, and editor/talent recommendations, buyer 3.3.2. Perceived Cost Theory
reviews/word of mouth, and self-control will affect Customer-perceived cost includes all the costs that
consumers' Purchase Intention.[4] customers feel when consuming, including money costs, time
costs, energy costs, etc. Customer Perceived Profit and Loss
3. Theoretical Foundation (CPC), also known as Customer Perceived Profit and Loss
(CPL), refers to the sum of expenditures felt by the customer
3.1. UGC Model
in the actual consumption process, which is the sum of the
UGC, or user-generated content, refers to the fact that users costs of time, money, physical strength, energy, and
can not only browse and obtain platform content and psychological costs involved in the whole process of
information, but also act as creators to create content and consuming a product or a service, and not only refers to the
share it with other users, such as experience sharing, product price of the goods that the customer actually pays.
experience, etc. This is a new type of user's way of using the Customer Perceived Profit (CPP) and Customer Perceived
Internet, which is developed based on users' sharing and Cost (CPC) curves are affected by many factors such as the
interaction needs for the Internet in the breeding of "Internet specific industry in which the enterprise is located, the
community". The flourishing development of UGC has characteristics of the market structure, the stage of the
renewed the channels and ways for consumers to obtain product's life cycle, and the characteristics of the customers
information during the shopping process, especially themselves. Generally speaking, with the advancement of
becoming a new part of online shopping for "Generation Z" technology, the improvement of marketization and the
consumers, and providing a new way for e-commerce satisfaction of diversified customer needs, the customer
platforms to reduce consumers' costs and improve consumers' perceived value CPP will gradually tend to increase, while the
consumption experience. CPC will gradually tend to decline.
3.2. 4C Marketing Theory 3.3.3. TAM Theory
The Technology Acceptance Model (TAM) was proposed
4C marketing theory, also known as "4Cs marketing
in 1989 by Davis et al. The model is used to analyze a
theory", which is oriented to consumer demand, 4C theory
theoretical model of the important factors affecting the
emphasizes that enterprises should firstly put the pursuit of
acceptance of new technologies by users, and using the TAM
customer satisfaction in the first place, and secondly, they
as a basic theoretical model, a variety of complex models of
should strive to reduce the total cost of customers, including
user behavior can be expanded to analyze the behavior of
monetary cost, mental cost, time cost, etc. to meet the
human use of new technologies. The two main influencing
expected cost of consumers. Then it should pay full attention
factors in this model are perceived usefulness and perceived
to the convenience of the customer's consumption process
ease of use. Perceived usefulness refers to the degree to which
instead of deciding the sales channel strategy from the
the new system is perceived by the user to affect his or her job
perspective of the enterprise. Finally, retail enterprises should
performance; perceived ease of use refers to the degree to
also implement effective marketing communication centered
which the user perceives that the use of the new system
on consumers, and exchange effective information with
reduces the degree of trouble in his or her job. Higher levels
consumers through communication to establish a good
of these two factors represent a higher degree of user
corporate image.
acceptance of the new system.
UGC reduces the mental cost of consumers' access to
information through diversified methods such as videos and
pictures, as well as the categorization of labels and keywords.
4. Little Red Book Development Status
With the most direct sharing of consumer experience, UGC and Characteristics
allows consumers to be free from the limitations of space and
4.1. History of Little Red Book
time, and to obtain a large amount of target information in a
short period of time to help make a consumer decision, and at In 2013, after receiving angel investment, the founders
the same time, greatly increases the convenience of the created Xiaohongshu, which was initially not an e-commerce
consumption process. The most important thing is that the platform, but a sharing platform. After clarifying the product
UGC model provides consumers with an effective channel for positioning of Xiaohongshu as "sharing", the founders used
information exchange and communication, and companies focused marketing strategies and "personalized" marketing
can also participate in communication through consumer ideas to analyze the psychology of consumers and the overall
communities, such as the Starbucks community, to market situation, targeting middle and upper-middle class
communicate with consumers in real time and always listen women between the ages of 18 and 30. By analyzing

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consumer psychology and the overall market situation, the the target group, brings consumers into specific situations,
target group is targeted at middle and upper-middle class and awakens their psychological state or needs through
women between the ages of 18 and 30, which refines the empathetic experiences, thus triggering their desire to buy.
consumer group and accurately captures the pain point of
asymmetric information on overseas purchases by the 5. Research Hypotheses and Tests
consumer group, and meets the user's demand for more
information on overseas purchases in less time. 5.1. Assumptions and Models
With the rapid development of the Internet, fragmented 5.1.1. Fan effects and Perceived Costs
information has become an important form of online surfing In the process of UGC development, the growth of a KOL
for "Generation Z", and Xiaohongshu has followed the or a well-known creator is inevitably accompanied by the
changes and undergone two transformations: accumulation of fans, the accumulation of fans ensures the
The first stage is the transformation of the strategy quality of the creator's creative content, and at the same time,
community: Xiaohongshu found that the low timeliness of the the fans can also quickly obtain reliable information from the
strategy product cannot meet the high timeliness of the user's works of high-quality creative bloggers, due to the trust
shopping and interaction with the immediate needs, and then between the fans and the creators and the stickiness of the fans,
added the communication function of experience sharing, so which makes this part of the consumer as a fan of the
that the social attributes of Xiaohongshu increased to meet the information in the acquisition of the cost of time and energy
user's interactive needs in the shopping, so it is a demand- costs are effectively reduced and the perceived value is
driven transformation. At the same time, Xiaohongshu with a increased. Therefore, the following research hypothesis is
variety of activities and rules to ensure that the notes of high proposed:
quality and personalized push, so as to protect the user H1: The fan effect significantly and positively influences
experience. users' perceived value.
The second stage is the community integration of e- 5.1.2. Herd Mentality and Perceived Costs
commerce: after the user's need for information acquisition is UGC operation mode through the number of comments, the
satisfied, based on the user's need to further purchase the pull, number of likes, the number of fans, etc., so that consumers
Xiaohongshu developed an e-commerce section, so that users produce a herd mentality, easy to choose the products
can directly buy goods on the Xiaohongshu platform. And recommended by the creative works with a larger number of
Xiaohongshu through self-support and cooperation with large fans, more comments and likes, but also easy to be influenced
brands to improve the quality of products, but also take the by the comments or experiences of others in the process of
initiative to solve the needs of users to buy in the selection of collecting information, thus affecting the willingness to buy.
products, to provide users with a good shopping experience. Especially when users buy unfamiliar products, users tend to
ignore the products with lower comments and likes, and when
4.2. Analysis of the UGC Model of
hesitating about certain products, they tend to choose the
Xiaohongshu products with higher comments, which will help consumers
Xiaohongshu promotes quality content and builds filter some of the products, thus reducing the cost of users'
Xiaohongshu as a community for sharing original UGC time and energy, especially for "Generation Z", who often
content. On the one hand, even without a fan base can get a have insufficient time for shopping, and too much time is not
lot of exposure, traffic support and search results, and on the enough for shopping, so it's not easy to choose products that
other hand, it can make the small red book notes to bring a have more comments and likes. Especially for "Generation Z",
high conversion rate. Xiaohongshu strictly selected notes the time spent on shopping is often insufficient, and too much
content, and according to the user's browsing data to push, for and too much information about purchasing also leads to the
example, Xiaohongshu push can attract consumers of high- high cost of information collection, which is also a major
quality notes and can trigger the user to resonate with the factor hindering the consumption of users. Therefore, the
content of the life scene class knowledge dry goods class following research hypotheses are proposed:
notes. Take the promotion of cosmetics as an example, under H2: Herd mentality significantly and positively influences
a certain selling point that attracts consumers, the marketing users' perceived value.
team combines with Xiaohongshu KOL to shape different 5.1.3. Word of Mouth and Perceived Costs
consumption scenarios: for students and office workers, their Xiaohongshu influences consumers' willingness to buy
needs are good and affordable, and they can apply makeup brands through the creation of word of mouth. For consumers,
quickly.KOL refers to people who express their views in a the word-of-mouth of a product is even more important than
certain field and have a certain degree of influence, and the price and quality of the product before actually purchasing
Xiaohongshu has established a UGC-based content-sharing the product, and the packaging of word-of-mouth by
community, which makes use of KOL influence to educate merchants through UGC on social platforms actually reduces
fans about the brand and to promote the brand. KOL's the troublesome cost of user information retrieval. Therefore,
influence can be utilized to educate fans about the brand and the following research hypothesis is proposed:
promote the brand, increase brand exposure, and establish a H3: Word of mouth significantly and positively influences
UGC-based content sharing community, which has a strong users' perceived value.
voice and influence, so as to implant the brand's product
image into the fans' impression, and the brand has gained 5.1.4. Perceived Cost and Willingness to Consume
considerable popularity and search volume from the Little Perceived cost is the sum of all costs perceived by the user
Red Book platform, which can greatly increase the brand's in the consumption process, perceived cost and perceived
exposure and conversion rate. Based on the insights of the value when the two major factors affecting the willingness to
target group's daily life, the marketing team creates topics that consume, when the consumer's perceived value is low, the
hit the pain points of the target group, buttresses the needs of consumer's willingness to consume will be significantly

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reduced, for example, when the consumer's cost of Therefore, the following research hypotheses are proposed:
information collection, after-sales energy costs are too high, H4: Perceived value significantly and positively influences
consumers will easily give up on the purchase of a product. users' willingness to consume.
On the contrary, when consumers' perceived cost is lowered, 5.1.5. Model Construction
consumers' willingness to consume will increase significantly.

Figure 1. Model of UGC's impact on willingness to consume


5.2. Data Collection and Analysis objectivity of the results are guaranteed. The questionnaire is
designed to understand the basic situation of the research
This paper applies the questionnaire survey method to
participants by four variables: gender, age, average monthly
collect data, the survey target is the "Generation Z" age group
disposable income and education. In addition, the scale
of Xiaohongshu users, the use of questionnaire star platform
questionnaire of this research adopts Likert (Likert) 5-point
to distribute network questionnaires, through WeChat, QQ,
scale. A total of 160 questionnaires were collected, of which
microblogging and other platforms as the main diffusion
148 were valid, and the validity rate of the questionnaires was
channels, effectively avoiding geographical and time
92.5%.
constraints, for the recovery of the questionnaire to carry out
a rigorous screening, to ensure the effectiveness and 5.2.1. Descriptive Statistical Analysis
objectivity of the results of the research. The validity and

Table 1. Analysis of descriptive statistics of the population


Statistical characteristics of the sample options (as in computer software settings) Frequency Percentage (%)
women 77 52.03
distinguishing between the sexes
male 71 47.97
Under 18 43 29.05
(a person's) age 19-24 60 40.54
24-30 45 30.41
High school and below 32 21.62
specialized training school 28 18.92
educational attainment
undergraduate (adjective) 58 39.19
Master's degree or above 30 20.27
1000-2000 27 18.24
2000-5000 17 11.49
Average monthly disposable income 5000-10000 52 35.14
10000-20000 39 26.35
20,000 or more 13 8.78
be 148 100.00
Whether or not you use Little Red Book
clogged 0 0.00

Analyzing the relevant statistical characteristics of the degree of purchasing power. The sample of this survey has a
population, it can be seen that the age of the survey certain degree of representativeness.
respondents is in line with the age range of "Generation Z", 5.2.2. Reliability Test
and the distribution of different age groups is even, with a
relatively high level of education, and the group has a certain

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Table 2. Table of results of the reliability test
Cronbach's reliability analysis
name (of a thing) Correction term total correlation (CITC) Deleted alpha coefficients for item Cronbach's alpha coefficient
fan effect 0.363 0.747
fan effect 0.347 0.750
herd mentality 0.596 0.710
herd mentality 0.528 0.721
herd mentality 0.454 0.734 0.759
commonly held opinions 0.441 0.737
commonly held opinions 0.344 0.754
perceived value 0.406 0.743
perceived value 0.500 0.730
Standardized Cronbach alpha coefficient: 0.764

The reliability analysis was conducted by SPSS, and the comprehensively indicates that the data reliability is of high
above table shows that the reliability coefficient value is quality and can be used for further analysis.
0.759, which is greater than 0.7, thus indicating that the 5.2.3. Validity Tests
quality of the research data reliability is very good. For the Validity was verified using KMO and Bartlett's test, as can
"alpha coefficient for items that have been deleted", the be seen from the above table: the KMO value is 0.647, which
reliability coefficient does not increase significantly after any is between 0.6 ~ 0.7, and the research data is more suitable
question item has been deleted, thus indicating that the for extracting information.
question item should not be deleted from the process, which

Table 3. Table of validity test results


Results of validity analysis
Factor loading coefficients Commonality (common factor
variant serial number
Factor 1 Factor 2 Factor 3 Factor 4 variance)
FS1 -0.027 0.228 0.059 0.913 0.889
fan effect
FS2 0.000 0.152 0.067 0.929 0.890
CZ1 0.834 0.020 0.370 0.061 0.837
herd mentality CZ2 0.870 0.013 0.244 0.020 0.816
CZ3 0.884 0.098 0.081 -0.092 0.806
commonly held KB1 0.094 0.941 -0.008 0.217 0.941
opinions KB2 0.022 0.955 -0.059 0.168 0.944
PC1 0.234 -0.009 0.924 -0.031 0.909
perceived value
PC2 0.316 -0.073 0.878 0.191 0.912
Eigenroot values (before rotation) 3.294 2.492 1.357 0.801 -
Variance explained % (before
36.597% 27.689% 15.079% 8.905% -
rotation)
Cumulative variance explained %
36.597% 64.286% 79.365% 88.270% -
(before rotation)
Eigenroot values (after rotation) 2.399 1.887 1.838 1.820 -
Variance explained % (after
26.651% 20.969% 20.427% 20.223% -
rotation)
Cumulative variance explained %
26.651% 47.620% 68.047% 88.270% -
(after rotation)
KMO value 0.647 -
Bart Spherical Values 869.253 -
df 36 -
p Value 0.000 -

5.2.4. Regression Analysis


Table 4. Results of regression analysis Table I
Non-standardized coefficient Standardized coefficient
implicit variable independent variable t VIF
B Standard Error Beta
fan effect 0.850 0.129 0.356 6.591 1.230
herd mentality 0.634 0.095 0.332 6.689 1.041
commonly held opinions 0.900 0.099 0.494 9.081 1.251
perceived value R2 0.659
Adjustment R2 0.652
F F (3,144) =92.725, p=0.000
D-W value 1.893

As can be seen from the above table, fan effect, crowd regression analysis. From the above table, the model formula
psychology, word of mouth is taken as independent variables, is: perceived value = 2.587 + 0.850*fan effect + 0.634*
while perceived value is taken as dependent variable for linear following psychology + 0.900*word of mouth, and the R-

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square value of the model is 0.659, which means that the fan (t=6.591, p=0.000<0.01), which means that the fan effect will
effect, crowd psychology, word of mouth can explain 65.9% have a significant positive influence on the perceived value of
of the change in perceived value. The F-test of the model the relationship, hypothesis H1 is valid.
found that the model passed the F-test (F=92.725, 2. the value of regression coefficient of follower's
p=0.000<0.05), which means that at least one of the fan effect, psychology is 0.634 (t=6.689, p=0.000<0.01), which means
herd mentality, and word of mouth will have an impact on the that follower's psychology will have a significant positive
perceived value, and in addition, the test for the model's influence on the relationship of perceived value, and
multiple covariance found that all of the VIF values in the hypothesis H2 is valid.
model are less than 5, which means that there is no covariance 3. The regression coefficient value of word of mouth is
problem; and D-value is around the number 2, thus, D-W 0.900 (t=9.081, p=0.000<0.01), which means that word of
value is around the number 2. W values are around the number mouth will have a significant positive influence on perceived
2, thus indicating that there is no autocorrelation in the model, value, and hypothesis H3 is valid.
there is no correlation between the sample data, and the model Summarizing the analysis, it can be seen that: fan effect,
is better. The final specific analysis can be seen: herd mentality, word of mouth all will have a significant
1. the value of regression coefficient of fan effect is 0.850 positive influence on the perceived value relationship.

Table 5. Regression analysis results Table II


Results of linear regression analysis (n=148)
Non-standardized coefficient Standardized coefficient
implicit variable independent variable t p VIF
B Standard Error Beta
a constant (math.) 0.122 1.816 - 0.067 0.946 -
willingness to buy
perceived value 1.048 0.410 0.207 2.556 0.012* 1.000
R2 0.043
Adjustment R2 0.036
F F (1,146) =6.531, p=0.012
D-W value 2.012

From the above table, it can be seen that the perceived low-quality content not only increases the cost of time and
value as the independent variable, while the willingness to energy costs of the user, but also take up the resources,
buy as the dependent variable for linear regression analysis, reducing the flow of other high-quality creators, which in
as can be seen from the above table, the model formula: itself is also a waste of resources, will reduce the user's
willingness to buy = 0.122 + 1.048 * perceived value, the experience of using the platform. To solve this problem,
model R-squared value of 0.043, meaning that the perceived Xiaohongshu should strictly control UGC content, and utilize
value can explain the reason for the change of willingness to multiple labels and aspects to examine the quality of notes
buy 4.3%. The F-test of the model found that the model when pushing high-traffic creative content. Set up appropriate
passed the F-test (F=6.531, p=0.012<0.05), which means that reward and punishment mechanisms, for the creation of high-
the perceived cost must have an impact on the willingness to quality content but less traffic creators to give traffic in a
buy relationship, and the final specific analysis can be seen: timely manner, and actively guide the creators to create high-
The value of regression coefficient of perceived value is quality content, but also to avoid the loss of high-quality KOL,
1.048 (t=2.556, p=0.012<0.05), which means that the so as to provide a good guarantee for the further development
perceived value will have a significant positive influence of UGC.
relationship on the willingness to buy, and hypothesis H4 is
established. 6.2. Collaborate with Celebrity Creators to
Amplify the Fan Effect.
5.3. Findings In "Generation Z", celebrity culture has flourished like
By applying SPSS to analyze the results of this never before, and currently there is less cooperation with
questionnaire survey, it can be seen that the fan effect, herd celebrity creators on the Xiaohongshu platform, and there is
mentality and word-of-mouth of the platform UGC mode can a lack of management mechanisms for celebrity creators. The
bring more perceived value to users, and the enhancement of platform can appropriately increase and develop potential
the perceived value and in order to positively affect the user's stars and give more traffic to such creators. It can also
willingness to buy, clarifying the relationship between some strengthen the linkage between celebrity bloggers and
of the influences of the UGC mode on the consumer's network bloggers to amplify the fan effect and increase the
willingness to buy, thus confirming that the model is basically perceived value of consumers.
valid.
6.3. Correctly Utilize the Word-of-mouth
6. Revelations Effect and Strictly Control the Quality of
6.1. Strictly Control the Quality of UGC, Advertisements
Discover Quality KOLs and Increase KOL The number of UGC creators is increasing, and many
merchants have mastered the "traffic code" and advertised
Stickiness. extensively among UGC creators, and the phenomenon of
Xiaohongshu community UGC model of long-term some creators playing false advertisements in order to make a
development, user-created content has become numerous and small profit is also becoming more and more serious, which
complex, the quality also varies, which cannot help but appear seriously wastes the users' energy, confuses the public and
some creators for the flow of claptrap, these creators released makes it difficult to distinguish between the true and the false

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and reduces the perceived value of the users. Word of mouth [4] Guan, Wei-Wei. Research on the Influencing Factors of UGC
should be the basis for consumers to judge when shopping, Community E-commerce Consumers' Purchase [D]. Yunnan
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study. There are also many places where the models and ideas shopping website on users' purchase intention[D]. Nanchang
used in this paper can be polished for further improvement. University,2017.
[9] Wei Ruqing. Research on the Influence Mechanism of User-
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